Exporting an animated FBX to XNA? (in 3DS Max)
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Itamar Marom
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Published on 2011-09-13T06:41:16Z
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2012/10/30
17:23 UTC
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I'm now working on an XNA 3D game, and I want to add animated models in it. I came across this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which "take" to play. In this code it is "Take_001". Please tell me: When I create and animate my own 3D model in 3DS Max (2012, since I was told it's only possible in this version), how can I define those takes? plus, are any configurations need to be made when exporting FBX from 3DS Max to XNA?
Thank you.
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